Wanted to add my voice to the volumes of ideas posted here.
Generally, I initially was not at ALL a fan of this event, but have moderated that very extreme position. It is however, still overly complex, has limited ability to fix human errors in the complex dropping designs required for paws OR chests, and has no preview or retract move modes.
In other words, you spend minutes or decades of minutes trying to figure the entire stack of multiple color blocks and how things drop on BOTH SIDES of your target item (paw or chest), and if you make a mistake, you're toasted. Toasted means you then have to spend coins or diamonds to fix that error. It's very complex and really does lead to frustration.
Multiple times, a new ticket used generates a board with a single paw at the top. Just 1. 20 moves later as I tried to get it down and with 5 moves left to go, another paw is added.... at the top again. Very frustrating. Neither could be consummated.
Some suggestions for Inno Product Management and or Dev to review/consider:
1) Put 5 paws on each board when created/invoked. Let us try to get them down. At least that's worth my time. Generate more paws if you'd like, but give us a fighting chance with some strategy on an overall design.
2) Put an "EXIT this board" somewhere if you want to give up.
3) Study having a move mini-preview function, and also a move undo function. Put them in the tool bar, maybe give 1 for free on each board, and then pay coins for any more. Right now, we slit our own throats more often than not because the game requires super-deep study many don't care to do (or can't do).
4) Modify the "drop only" idea and add (in true popgame/ Toy or Toon blast style) that a block can move left or right, or up. Not just down.
5) Consider adding a "clear row", like Toon Blast or Toy Blast has. These 2 games are a more appropriate paradigm for Inno's Event Popgame. Candy Crush is often quoted as similar to what we are playing, but it's really not.
6) Mathematically, a 4 color game would be (could be) just as much fun, and not as taxing or frustrating.
7) Put some thought into true "prizes" for super long chains. I know personally some long chains resulted on my boards, and I was so upset that they only yielded 2 FP. An idea might be to really reward players making 10, 20 or yes even 30 block chains with really goods odds to get the daily prizes say 1/2 or 3/4...
I've warmed a bit more to this event, after taking a deep breath, and intently studying it for the strategy to win (including mathing some of it out)
I feel comfortable now that persevering will yield an event prize. But the randomness of board generation items needs to be smoothed a bit more - and I'm hoping some ideas mentioned here will allow us to try it again, with a fresh look.
Thanks for reading this.